Hey guys I'm currently in the process of building a new material / shading pipeline and have come across this specific problem.
I've switched from a blinn-phong to a GGX based shading model that also supports anisotropy. Before now I've been using the modified AMD CubeMapGen from sebastien lagarde's blog (http://seblagarde.wordpress.com/2012/06/10/amd-cubemapgen-for-physically-based-rendering/) to prefilter radiance environment maps and store each filter size in the mipmap levels. The problem is when switching to GGX or even an anisotropic highlight the specular just doesn't fit anymore (at all).
So the question is how do you get the environment map to be consistent with your shading model ?
@MJP I know you guys also use an anisotropic and cloth shading model, how do you handle indirect reflections / environment maps ?
Edited by lipsryme, 11 April 2014 - 04:39 AM.